This is my second complete melee map. This one I didn't edit any data.
This one is rather basic, other than the middle. Each player starts at a corner, with the same resource setup as my other map.
In the middle theres 4 Rich Mineral expansions, each one has 3 destructable rocks blocking. 2 block the entrances, and 1 blocks a building from being placed, to prevent flyers. On each side of the large middle, is a Zel Naga tower (However you say it)
In each starting zone theres 2 ramps. 1 on each side. If you guys want I can limit it to one. Since this setup would be hard to block rushes.
Through out the rest of the map is simply a desert type feel of emptyness, with large rocks scattered everywhere (This can be rather useful for gameplay, can be manipulated into various choke points/split armies up)
All suggestions appreciated, along with bugs that may appear.
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Post has been edited 1 time(s), last time on May 17 2010, 2:00 am by PunWisp.
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Xel'Naga.*
Let's see here...
Terrain is either really there or not there at all. Pretty bare... Very few doodads and no vision blockers (which aren't necessary but could add a whole other layer to your map - possibly place them around the Xel'Naga towers).
High yields are tankable but that's cool because they're high yields so who cares.
No nats? No external expansions at all other than high yields?
Really just a bunch of doodads, but only rock formations. I plan on adding some more, prob some cliffss.
Ill put some around the xel'naga. And what do you mean nats? what are nats? O.o
And yea, just your base and those middle expansions. I mean if you want I can add a single normal mineral expansion on the east and west, for competitive purposes.
Also by using vision blockers, how would I use them? Other than around things like Xel'Nagas? Place them around bases? Would sure help sneakiness
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Dear god...
Nats, or NATURAL EXPANSIONS, are expansions in close proximity to your main.
Like...
Ah ok.
And I can't know all terms for everything automatically
I'll work on the expansions.
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Alright.
It's just surprising that a melee mapper doesn't know what a 'nat' is.
Thats like assuming in WoW someone is automatically suppose to know what every abbreviation means, like its been automatically embedded into your brain when you play the game.
Same concept
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If you were a mapmaker in SCBW, you'd probably know what I meant.
But whatever.
What other changes are you making?
See for yourself
-Added a expansion to each base, each with roughly same amount of space.
-Took out the rock formation doodads, and put in cliffs instead, to enforce the concept of choke points and army split ups.
-Modified the terrain in each base slightly.
Also, I never mapped in Sc1
, I did some, but barely. I was always 100% Wc3 mapping. Now I am 100% Sc2 mapping.
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Alright, much better.
I'd suggest adding a ramp into the expansions and adding two more expansions (not four, just two, one on the top-mid and one on the bottom-mid) so players contest for those extra resources. Definitely add a ramp, whatever you do, else people will hide their tech there and stuff.
Actually, that's starting to sound like a nice idea, so whatever, keep it rampless if you wanna.
Large Rain Emitters don't work just yet, use a bunch of mediums instead. To check how effective they are, hit the 'V' key and you'll see everything you'd see in-game (and nothing you would ONLY see in the editor, so hit 'V' again to go back to editor mode if you want to).
Also, add some doodads? Hmm...
Coming along quite nicely, though.
Thanks
Wait.. What do you mean rampless? Theres ramps to the expansions O.o
Unless you mean adding in a ramp leading to the outside instead of the inside.
If you dont see any ramps, can you screen?
And I made sure each expansion can be reached by reapers and such
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I know, I meant ramps from outside to inside.
The mains are too small, I tried to fit a set of endgame terran buildings into it, and it just plain wouldn't fit. Generally, giving whats basically a free expansion is a little imbalanced for zerg, who are usually required to expand early and having to defend that expansion is a big part of what makes or breaks a zergs play.
Having the playable bounds be the end of the map ends up looking very awkward, as the map just ends into nothing. Try it in game to see.
Also, not really a huge issue, but every blizzard map has 8 mineral nodes, not 7. Most melee map makers have stayed with this number thus far, as players currently have a 'feel' of the number of workers required to saturate a base with 8 nodes.
Post has been edited 1 time(s), last time on May 19 2010, 6:10 pm by Valug.
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Its meant to be a bit fast paced, if not thats what the middle expansions are for.
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-Added another ramp to each expansion leading to the outside. Has destructibles blocking them.
EDIT:
Version 4 out
-Added some extra space to starting areas
Fixed a starting zone with no ramp to its expansion
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Post has been edited 1 time(s), last time on May 17 2010, 2:18 am by PunWisp.
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Good job. Now fix the rain and you're all set.
I dunno if you removed them or not, but I would get rid of all the random towers of dirt. They obstruct army movement and drops, blinking stalkers, etc, would get stuck on them.
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Thats kinda the point >.^
And there replaced with cliffs now.
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The Cliffs behind the mains should be removed.
It is too "tankable" (new term: Easy to drop tank and pwn the base)
also gives too much of an edge for reapers n collossi.
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